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cortex-animation
Use when inspecting skeletal animation assets or authoring sequence skeleton named notifies through UnrealCortex.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when inspecting skeletal animation assets or authoring sequence skeleton named notifies through UnrealCortex.
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
SOC 직업 분류 기준
Use when setting up Cortex for a project, getting started, refreshing schema, or asking what to do next
Use when creating, modifying, reviewing, debugging, or reparenting Blueprints — structure, graphs, variables, functions, inheritance, best practices
Blueprint-to-C++ migration pipeline with conversational analysis, plan-driven execution, visual progress tracking, and hard gates. Supports --audit, --resume, and --fast (streamlined mode for simple migrations).
Use when the Unreal Editor needs to be started, checked, reconnected, or restarted
Use when placing, organizing, or reviewing actors in a level
Use when generating QA baselines, running scenario-driven gameplay QA, or starting an interactive QA session
| name | cortex-animation |
| description | Use when inspecting skeletal animation assets or capability-gated authoring of named notifies, curves, sections, sockets, object notifies, and notify states through UnrealCortex. |
Work with Unreal skeletal animation assets through the anim MCP domain.
.cortex/domains/anim.md if present.anim_cmd(command="...", params={...}) and use exact command names from live capabilities.fingerprint as expected_fingerprint before any mutation.Inspection:
list_assetsget_sequence_infoget_montage_infoget_skeleton_infoget_animbp_infoAuthoring is intentionally narrow and capability-gated:
add_named_notifyupdate_named_notifyremove_named_notifyadd_curveset_curve_keysremove_curveadd_montage_sectionupdate_montage_sectionremove_montage_sectionadd_socketset_socket_transformremove_socketadd_notify, update_notify, remove_notifyadd_notify_state, update_notify_state, remove_notify_stateNamed notify mutations apply only to zero-duration sequence skeleton named notifies. Float curves, object notifies, and notify states apply to UAnimSequence; montage sections apply to UAnimMontage; sockets apply to USkeleton. Object-notify selectors use { index, class_path, time }; state selectors also include duration. All mutations require asset_path, a precise input or selector, and expected_fingerprint; they support dry_run and optional save (false by default). Use an authoring family only when live capabilities advertise that complete family.
dry_run=true before destructive or uncertain changes.anim.save_asset; use a mutation's save=true option, or core.save_asset where appropriate.For C++ domain changes, run:
powershell.exe -NoProfile -ExecutionPolicy Bypass -Command "& { Set-Location 'cli/Testing'; .\RunTests.ps1 'Cortex.Animation+' }"
For MCP scenario coverage with an editor running:
cd Plugins/UnrealCortex/MCP && uv run pytest tests/test_mcp_scenarios.py -v -k animation